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ATTENTION Forum Database Breach 03/04/2019
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If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again. -
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Posts posted by Peffern
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I always play as a nomad, at least until steel tech. It really helps to have one or more donkeys.
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It's not always happening. I've seen it happen in some parts of some worlds, but not in other parts of the same worlds. I don't think it has anything to do with 'edge' biomes because I've found it happening in random places in the middle of a plains or something. I assumed it was part of terrain gen, but I guess it's a bug. It's very annoying when I'm trying to burrow into the ground to hide from zombies, and there isn't enough dirt.
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On 8/3/2016 at 7:19 PM, Bunsan said:Yes you can rope. However if you are close enough to rope you are likely dead. They eat raw fish. The only benefit is they aren't as likely to try and eat your face. They don't breed either so you can't get a baby to get full heart of familiarity.
I did not know about this.
Do you have to right click them with the fish or just drop it on the ground?0 -
On 8/13/2016 at 8:25 PM, Mathias Ademar said:looks like this was what i messed up on, works perfectly now. again, thatnks man.
I had some problems with "Select MCP Conf Dir" as well, since I'm on a mac and the .gradle folder is hidden. I unhid it but it still doesn't show up in the file chooser.
My solution was to go to the .gradle folder in file browser, find the conf folder, and copy it to my desktop, then point the file chooser at that, which seemed to work.0 -
On 9/8/2016 at 5:50 PM, Sladki said:Updated
Crafting crash fix, works with Java 1.7
Random Question. I was working on a mod for Blue Power the other day, which apparently is written in Java 8 (it has lambda expressions). But TFC appears to be in Java 7? Am i just wrong and everything is Java 8 now, or is it up to the mod author. How does all of this work? I'm so confused.
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On 10/7/2016 at 5:59 PM, BlobfishLord said:I have good addition to this mod
Graphite from coal
-grind up coal into coal powder
-put the coal powder into a barrel of fresh water and the graphite will 'float' to the top
This is is how graphite is processed from various carbon-rich ores IRL.
Maybe this could be a use for all of that Jet I keep finding that I have no use for.
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2 hours ago, drkoaeg said:are the pumpkin plants in worldgen next to pumpkins (that are in TFC worldgen) ?
The TFC Pumpkin blocks have been removed from World Gen. They won't generate at all. Instead, the TFC crop registry has been modified to allow additional entries beyond the existing TFC crops, and Pumpkins have been added to it. So they will generate like normal TFC crops: When a chunk is generated that can spawn wild crops, the crop has a chance of being pumpkins instead of other crops. This does make pumpkins rarer than they were before, but this is counteracted by the fact that they are now a food source.
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On 8/20/2016 at 9:38 AM, NeverMore0011 said:Perfect for making a TerraFirmaCraft coup. ( Not supposed to be a political coup, but a chicken holding place. )
That's "coop"
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26 minutes ago, Leo05 said:Thank you for this mod! You are a hero! I always wanted to grow pumpkins in TFC. Can you do melons next?
Funny you should ask, I actually just implemented them! Download will be up as soonTM.
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Two things: If I put food in scales and then close the GUI, will the scales store the food? If so, will food decay while it stays in the scales?
Have you considered adding a pottery recipe using ASM?0 -
This is a collection of all of my mods. I will continually update it as I perfect these and make some new ones. If you want to use any of these mods in your modpack, feel free. Just make sure you credit me somewhere :).
My mods are on GitHub here: https://github.com/Peffern
To download mods, look in the .jar repositoryAPI Mods (Dependencies):
SpoilerTFC Crop Index :
SpoilerThis is a core mod that modifies the way TFC does the setup of crops to make it easier to extend the system beyond TFC's 18 crops and add new crops. TerraFirmaPumpkins uses this from 2.0 unwards. Feel free to use this in your own crop mod if you want.
TFC Metal Index :
SpoilerThis is a core mod that modifies the way TFC does the setup of metals to make it easier to extend the system beyond TFC's 18 crops and add new metals. TFC Pewter uses this from 2.0 unwards. Feel free to use this in your own mod if you want.
Content mods (uses my API):
SpoilerTerraFirmaPumpkins (uses TFC Crop Index) :
SpoilerDo you miss the vanilla food?
Do you feel like TFC's pumpkins aren't getting their due?
Have you wanted to grow your own melon patch?
Well, now you can with TerraFirmaPumpkins! This addon introduces TerraFirmaCraft equivalents for the vanilla Minecraft Pumpkins, Mushrooms, and Melons so you can use them in your TFC Cooking.
Pumpkins and melons are now growable crops that will spawn naturally in the world just like TFC crops, and can be grown on farmland. Melons are edible right when they are picked, while pumpkins have to be cooked.
In addition, 16oz of pumpkin or 12oz of melon (one plant's production, more or less), can be crafted with a hammer to convert to its block form. This is an irreversible conversion, since the blocks don't decay and that would be an exploit, so if you want to build with pumpkin/melon blocks, make sure you only craft as much as you need. Also, this takes into account decay, so 16oz of pumpkin that is partially decayed will not be accepted. If you have more than exactly 16oz, you can use it up in 16oz increments (you don't have to cut the food, the recipe takes care of it for you).
Mushrooms generate in the world the same way they did in TFC, but when you break them you get 4oz of mushroom food. These are inedible but you can use them in meals. Right-clicking with a stack of mushroom food on the ground will consume 4oz from the stack to plant a new mushroom. The mushroom blocks behave the same way they did in regular TFC with regards to growth.Note: This mod now depends on my core mod TFC Crop Index, so you should install that too.
TFC Pewter (uses TFC Metal Index):
SpoilerAre you tired of making ceramics even after you've developed advanced metallurgy?
Well, look no further than TFC Pewter! This addon adds a new alloy, pewter, which is created from 85-99% tin and 1-15% copper. In addition to the standard metal components such as trap doors, pewter can be made into a pewter jug which holds more water than the ceramic one and never breaks, as well as pewter bowls which can be used to make salads and never break, although they do have to be washed after each use.
Compatibility with Other Mods:
SpoilerIE Plants (TFC Crop Index):
SpoilerDoes it bother you when two mods don't integrate properly?
It rubbed me the wrong way that Immersive Engineering's Hemp plant wasn't a TFC crop, since IE and TFC make a great match in my opinion. This is tiny mod that uses my TFC Crop Index to fix this issue - hemp will generate in the same places as jute and will drop hemp fibers when you harvest the plant.RC Plants (TFC Crop Index):
SpoilerPretty much the same thing as IE Plants but for RotaryCraft Canola Plants
Deployer Fix:
SpoilerFixes the BluePower deployer so it can plant TFC (and vanilla) seeds. The original RedPower deployer could do this, so I figured it's only right to do so for the replacement as well.
Other Stuff I Made:SpoilerTFC Wells:
SpoilerHave you ever found a great place to settle, but you couldn't live there since it had no fresh water?
Do you hate having to rely on the weather for your water supply?
TFC Wells is the addon for you! It adds a craftable well block which you can use to create a consistent water supply. To use it, dig a 1x1 hole in the ground and place the well block over the top. Make sure that the hole is full of air blocks and the sides are solid. The well will hold 1 bucket's worth of water for every air block in the hole that is below sea level. Therefore, deeper wells will hold more water. The well will slowly fill based on the rock type and environmental factors . For the most water, look for claystone and high rainfall, and try to avoid dacite deserts.
To operate the well, rightclick it with a bucket to add the bucket. Then, you can rightclick the block three times to lower it into the well (shows a rope on the side of the block), raise it up again, and retrieve the bucket. This will work with any liquid container, and the container will be shown on the side of the block.Jack o'Fix
SpoilerDo you think TFC Jack o'Lanterns are overpowered? Well now they burn out after 144 hours (adjustable in config file).
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I started developing a TFC mod in september using Bletch's template, but then school got in the way so I shelved it. I'm now out of school and I want to keep developing it, but I have only the template mod itself, not the document that went with it. If anyone still has it could they send it to me please?
Thanks.0 -
Almost certainly, but if it works most of the time it's probably fine.
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Sorry I was unavailable for so long,(I was at my first dev job yay). Thanks to Bunsan for basically maintaining the thread for me. About the water thing, I just included so you can use the ore washer. Also, you can use IC2 cells to pick up TFC water to turn it into IC2-usable water. I am working on an actual addon so eventually I will be able to implement some of the things like making the armor actually usable.
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I want to prevent TFC from generating mushrooms and want it to generate my custom mushrooms instead. How would I implement that (So far I've only had success adding stuff, not removing/replacing).
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Whoops yea I'll do that
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This is a combination MineTweaker/CustomItems pack that I made to allow IC2 and TFC to play nicely with each other. Mostly it allows IC2 processing of TFC ores, as well as fixed crafting recipes to use TFC components. All of the required information is in a readme file as part of the download. This is definitely a WIP and I will continue updating it over time.
I also included a copy of vidaj's water compatibility mod (found here) with the pack.
You can download it here.
Feel free to use it in a modpack, just let me know if you do. And you should tell vidaj as well
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Personal Opinion: Trying not to offend anyone is a pointless waste of time detracting from the real issues. We should just be blunt and learn to live with it. If someone really hated your forum/server/whatever they would leave. If they comment to you then they are trying to help and you should accept bluntness for what it is: efficiency.
But we're really digressing, we should probably get back on topic.
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Is anyone going to update this to 0.79.18?
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Many ores will spawn "isolated" pockets of ore nearish to the main vein, containing anywhere from 1 to about 8 (in my experience) so those can throw off propick readings because you pick them up when you are farther from the main area than you would otherwise need to be to get anything.
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That's really nice! I like how you integrated the waterfalls in the design. Nice use of planks for custom fences, too. Keep up the good work!
Thanks! We just finished redecorating so I'll post another set of screenshots eventually.
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I was told that if the ambient temperature is below a certain amount, it's actually beneficial not to use the cellar. Can someone confirm/deny this?
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I'm not sure. I think they could be implemented without a high coding load. They'd just be simple. It doesn't have to simulate individual queens and hives, for example.
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Ok how about, a tree tap that you can put on a tree of certain type and attach to a barrel. For maple trees it produces raw maple sap, pine trees produce pine resin, maybe other types of trees produce different things, like dyes (http://en.wikipedia.org/wiki/Gamboge). They would slowly accumulate in the barrel if certain conditions (temperature, not overtapped, etc.) were met. Then the resins could be processed however you wanted. So maybe, heating them, or crafting them, or I don't know whatever. The only interesting part for this thread is the treetapping concept; the rest is just recipes and that can be determined by the devs for balancing.
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[TFC 0.79.23+] TFC Scales - divide your food precisely :)
in Addons & Applications
Posted
Good point. I've just had ASM on the brain lately, since I needed it for TerraFirmaPumpkins and I need a bit of it for my next mod as well.